Trigger_Multiple? Created 18 years ago2005-07-14 16:28:07 UTC by Instant Mix Instant Mix

Created 18 years ago2005-07-14 16:28:07 UTC by Instant Mix Instant Mix

Posted 18 years ago2005-07-14 16:28:07 UTC Post #120859
I have a problem that when I use a trigger_multiple it dosen't work.I think that its the lift , But is there a way to make the trigger work on the lift so when i trigger the lift down , the doors (triggered by the trigger_multiple)It opens....But it won't.....Please respond to Me Quick if you know this prop. :D
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Posted 18 years ago2005-07-14 16:32:54 UTC Post #120863
Thanks for all the background info...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-14 19:24:54 UTC Post #120903
What are you doing already? Just saying "my trigger doesn't work help me" doesn't assist anyone with solving the problem =|
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-07-14 21:47:33 UTC Post #120919
Place the trigger_multiple somewhere in the map and in the target value write the name of that lift! When the player will pass through the trigger the lift will work(if you haven't ticked the 'no clients' flag that says that the player can't activate the trigger) I made an example map with this trigger in them! It's name is H.E.V Suits Required! :)
Posted 18 years ago2005-07-14 22:12:01 UTC Post #120923
triggering a lift guys... listen! lol

Ok, your having the lift to go up and down, following path_corners, correct?

You'll need the flag in the path corners called Retrigger ticked first of all.

Now make a brush to cover your lift, and have a delay on it of say 5 secs. and walla :P

oh and for the doors, multi_manager
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-07-15 03:43:09 UTC Post #120942
Did i mention that when the lift goes down (All that is fine)I want it to go through the trigger_multiple and activate the doors.But it won't.Do i Tick client?What do I do? :zonked:
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Posted 18 years ago2005-07-15 03:45:37 UTC Post #120943
I also need Specific Lip Values For some glass..... Ah what thy Heck , I'll just post in Problem maps section.(How bleak is life , man!)
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Posted 18 years ago2005-07-15 06:06:36 UTC Post #120962
Forget about me putting it in the problem maps section.My PC's Upstairs and i don't have NERO So i cannot.I need help
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Posted 18 years ago2005-07-15 06:22:16 UTC Post #120964
You should be able to tick a flag on the trigger_multiple to tell entities like the lift to activate.

Still didn't give any more nfo =[
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-07-15 06:35:29 UTC Post #120968
You may also use the 'fire on pass' value!(in the path_corner) Write the name of the multi manager that targets the doors and now when the train will pass that path_corner the doors will open! :)
Posted 18 years ago2005-07-16 07:41:12 UTC Post #121158
:nuke: (Heh Nice smileys)I never used a Multi_Manager for this.Harumpth :thefinger:
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Posted 18 years ago2005-07-16 07:43:46 UTC Post #121159
If you have two doors then you will need one but if you have only one then you wont have to use the multi_manager! :glad:
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